mirror of
https://github.com/Phantop/LADXHD.git
synced 2024-11-24 23:43:26 +00:00
39 lines
863 B
HLSL
39 lines
863 B
HLSL
|
#if OPENGL
|
||
|
#define SV_POSITION POSITION
|
||
|
#define VS_SHADERMODEL vs_3_0
|
||
|
#define PS_SHADERMODEL ps_3_0
|
||
|
#else
|
||
|
#define VS_SHADERMODEL vs_4_0_level_9_1
|
||
|
#define PS_SHADERMODEL ps_4_1
|
||
|
#endif
|
||
|
|
||
|
Texture2D sprBlur;
|
||
|
|
||
|
sampler sampler0 : register(s0) {
|
||
|
Filter = POINT;
|
||
|
};
|
||
|
sampler sampler1 : register(s1) {
|
||
|
Texture = (sprBlur);
|
||
|
};
|
||
|
|
||
|
int width, height;
|
||
|
|
||
|
float4 PixelShaderFunction(float4 pos : SV_Position, float4 color1 : COLOR0, float2 coords : TEXCOORD0) : COLOR0
|
||
|
{
|
||
|
#if OPENGL
|
||
|
pos.y = height - pos.y;
|
||
|
#endif
|
||
|
|
||
|
float4 textureSample = tex2D(sampler0, float2(coords.x, coords.y));
|
||
|
|
||
|
return tex2D(sampler1, float2(pos.x / width, pos.y / height)) * color1 * textureSample.r + textureSample * (1 - textureSample.r) * color1;
|
||
|
}
|
||
|
|
||
|
technique Technique1
|
||
|
{
|
||
|
pass Pass1
|
||
|
{
|
||
|
PixelShader = compile PS_SHADERMODEL PixelShaderFunction();
|
||
|
}
|
||
|
}
|